Conjurer but not summoner


Advice


I'd like to read your suggestions for the build of my Elf Conjurer for the next Rise of the Runelords campaign.

Out of the settings of the adventure path, only Core and APG are allowed.

I'd like to be a "God" wizard, for this I specialized in Conjuration (Teleport), and chosed as opposite schools Abjuration and Enchantment, due to a Cleric and a Bard in our group.

Other members are a barbarian gnome and a pair of human fighters.

Even if I'm a conjurer I'd like not to rely on summoned creatures if not for their SLA and spells, so I'm thinking not to go for the route of feats as Augment Summoning, also because Superior Summons is not available.

I have few feats that I have to take, and they are Improved Initiative and Craft Wondrous Item in the first five levels, then Improved Familiar at level 7 and Craft Rod as bonus feat at level 10.

As I told I'd like to be a "God", but when will be the moment to fight the boss, I was thinking that would be "nice" screws him with something like Enervation, and so make my wizard able to spontaneously cast a Quicken Maximized Empowered Enervation followed by a Maximezed Empowered Enervation (Magical Lineage: Enervation)

So, my ideas are a "God" wizard or a "God" wizard + Enervation one-trick pony, any suggestions on how I can achieve them?


I was thinking something like this:

1.Spell Focus:Conjuration
1b.Scribe Scroll
3.Improved Initiative
5.Spell Focus:Transmutation
5b.Craft Wondrous Item
7.Improved Familiar (Consular Imp@lv.8)
9.Spell Focus (Evocation)
10b.Craft Rod
11.Spell Focus:Necromancy
13.Spell Penetration
15.Greater Spell Penetration
15b.Quicken Spell
17.???


If for Enervation I was thinking to something like this, having Magical Lineage:Enervation as Magical Traits:

1.Improved Initiative
1b.Scribe Scroll
3.Craft Wondrous Item
5.Empowered Spell
5b.Heighten Spell
7.Improved Familiar (Consular Imp@lv.8)
9.Preferred Spell:Enervation
10b.Craft Rod
11.Quicken Spell
13.Spell Penetration
15. Greater Spell Penetration
15b. Maximized Spell
17. Spell Perfection:Enervation


Why do you not want to use summoned creatures?
As the classical "God"-style wizard is all about controlling the battle field, summons are a useful tool. As you have a bard in the party, they get a nice extra boost. While summoned creatures rarely win an encounter, they are nice flanking partners, defense/offense assistants, and moveable walls to control the movement of enemies.

All in all, your feat selection seems fine. At the end of the day, the wizard is more about choosing the right spells for the job.

Focusing on enervation, I'd take spell perfection at lvl 15 already. I drop either empower spell or craft rod.


As I told I don't want totally discount Summons, but use them more for their SLA's and spells that for attack and combat maneuvers.

I know that summons are good but we have already 4 players able to hold the line.

Even more, our GM doesn't like so much summons :D

Sovereign Court

Hey, summons aren't for everyone. They definitely double your paperwork.

As a conjurer, you need to make sure that your battlefield control spells affect your enemies, but not your allies. Spells like Telekinetic Charge are very useful for helping your allies maneuver around the battlefield, and like buff spells, are great against bosses. With proper timing initiative-wise using delay, Telekinetic Charge basically gets your best melee guy a free full attack or more. (Also, at higher levels, T Rexes make great projectiles.) In fact, a readied Telekinetic Charge is one of the only ways to let someone get a move and attack in as a readied action.

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